I'm releasing the next and possibly final big update some time this or next week so let's discuss what's new and what last changes I am still making!
Most importantly, the slug station C is finally complete [
https://i.imgur.com/iURxZI0.png] and all 28 ships are now replaced with stations! Secondly I've decided to restore mannable engines in the form of an addon: SJ Thruster Terminals Tweak will be released alongside the update.
I've also made some changes to the stations' equipment. For example, the Engi and AI station switched some drones, Zoltan C and Rebel C switched their beams. Among other things, I made the standard Federation artillery purchasable for the Rebel stations if you have a mod that makes it appear in stores. Currently CE adds Artillery to stores, but it has had no use in SJ which always disables it when patched and I didn't find any mods that would enable it afterwards without changing anything else. If I would let CE enable it, then a meaningless system would appear in the store for other stations. So I thought about workarounds to deal with this:
- Let CE enable Artillery and let people apply the CE Artillery Remover afterwards if they want
- Create an explicit Artillery enabler addon (currently favouring this idea)
I could let other stations buy their respective CE Artillery weapons, also requiring CE for the system to appear in stores. Then again, many stations won't be able to fit an Artillery system very well so it won't be much use to them. The Zoltan stations already have some system rooms overlapping...
I don't know whether it was some FTL update or me not noticing it in 4 years, but apparently the enemy ship crew sizes didn't increase with the rest of difficulty so I changed that as well (Boarding stations were genuinely overpowered...) It should be harder to kill the crew of the final boss now as well, as it got 2 new systems.
The temporary item slot is no more due to changes to over-capacity situations in FTL: When you have 4 augments and receive another one, it will be broken into 25 scrap instead of replacing the last one. That's why switching focuses now costs exactly as much, to avoid abuse.
mr_easy_money wrote:however, this bug is minor caompared to a larger problem -- upon completion of the tutorial, subsequent plays of the tutorial are impossible as after the first event chain, the upgrades screen shows up and cannot be closed, blocking access to the map to continue the tutorial:
Turned out this was the part in FTL, where you needed to upgrade weapons to continue. It seems that you can fix this by restarting the tutorial from the settings menu though.
That's pretty much all of the big stuff, of course expect bug fixes and some rebalancing too.
As a last thing I wanted to make the mod's original post a bit more attractive and the mod easier to grasp so I created a poster of sorts for it. Please tell me what you think and whether I should tweak something or not! Does the text sound too much like a bad poem? Maybe more highlighting of important details on the first page instead of a poster or maybe there's no need for anything fancy at all? [
https://i.imgur.com/91mH6o2.png]